[Runequest] Advice Sought re Damage & HP
Tom Cantine
tcantine at incentre.net
Wed May 28 03:02:58 UTC 2008
I concur.
In my campaign, though, I've been avoiding lethal combat for the most
part in the opening scenarios. That is, the fights have mostly been of
the basic brawl variety, where no one is trying to kill anyone, just
knock some sense into them, or overpower them to take them prisoner. At
the same time I have had them witness from afar the occasional lethal
encounter, to impress upon them the danger. This has had the desired
effect of making them try to avoid combat where practical, and I was
pleased to see that on one occasion which I had set up to be
potentially bloody, they quickly accepted the other side's suggestion
of a truce to figure out what was going on and who was on whose side.
So when I finally put them in a genuinely life-and-death battle
situation, they approached it with appropriate gravity, and planned
their assault very carefully, to achieve the objective and escape
(ideally) unharmed.
(All the more gratifying given that my player group includes three 12
year olds.)
On 26-May-08, at 1:17 PM, Tomas Björklund wrote:
> What Bert and David said.
>
> Beginning RQ characters are fragile, but even for veteran players
> combat is brutal and lethal. It's simply the way the game is.
>
> What you can do is have a NPC within easy reach, that can heal and
> restore the characters between forays into danger. Until they are
> strong enough to have some healing magic of their own,.
>
> On Mon, May 26, 2008 at 7:53 PM, David Smart <jurrubin at gmail.com>
> wrote:
>>
>>
>> For example, ganging up on a single target can be effective as can
>> using skills to trip/blind/paralize that target. Essentially,
>> removing a target's ability to fight may be easier than trying to
>> kill said target.
>>
>> --
>> David
>>
>> "Politics is the art of looking for trouble, finding it everywhere,
>> diagnosing it incorrectly, and applying the wrong remedies."
>> - Groucho Marx
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